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Fallen Empires look unbeatable with their dark matter technology and massive fleet power, but each type has specific ship design weaknesses that most players never notice. This video breaks down exactly why the Holy Guardians are the easiest Fallen Empire to defeat first, how to build your fleet to counter their specific weapon and defense loadout, and how to snowball that victory into taking down an Awakened Empire at nearly three times your fleet power.
The key is understanding that not all Fallen Empires are equally dangerous. The Holy Guardians have a major flaw in their ship designs that you can exploit with the right counter-build. This guide covers the exact ship designs to use against them, why you should never engage inside their home systems where starbases stack with their fleets, and the 25% Titan spawn chance that changes your entire approach.
After defeating the Holy Guardians you gain dark matter technology, Gaia worlds, and a massive economic boost that prepares you for the real fight. When the Militant Isolationists awaken in response, you need to adjust your ship designs for their different loadout while using the spoils from the first war to close the fleet power gap. The order matters: Holy Guardians first for the tech and economy, Awakened Empire second from a position of strength.
I hope you guys enjoyed this video, as always! Now, regarding the economy build itself that we're using for this playthrough, if you're interested:
Origin - Under One Rule:
Very story-driven origin with tons of events and mechanics tied into it. The main takeaway is your ruler having incredible traits, specially the Luminary which is a massive source of stability and unity.
Government Authority - Dictatorial:
We must be dictatorial to pick this origin.
Ethics:
Xenophobe - I like this because of the pop growth bonus, which is very important in patch 4.3. Also, less influence to build starbases helps out during the unifying promise situation right at the start of the game.
Pacifist - This is a double-edged sword. We have a massive trait for our leader - the Enlightened Ruler - but we lose the ability of freely claiming systems, preventing our expansion if we're boxed in. However, it also helps out our stability and reduces the empire size from pops, so it's not all bad.
Materialist - It's required to pick the Titan of Industry trait for our leader, one of the best traits in the game. On top of that, it increases research speed, which is always nice, and reduces robot upkeep. Since we're going to synth ascend, the robot upkeep is good. It also allows us to pick the Technocracy civic, which will come in handy in the early game and later on it's going to be crucial to reduce our researchers upkeep massively.
Civics:
Byzantine Bureaucracy - It gives more unity from bureaucrats and makes them increase the planet's stability. Very good, specially because we want to unity rush early on to ascend and grab a very special trait from our ruler. I like this civic, although most people don't. Personal choice here.
Technocracy - For reasons explained above. Very good early game and mid-late game potential with a high level councilor.
Species traits:
Intelligent - Standard to increase research. Pairs well with materialist and technocracy.
Traditional - Standard to increase unity. Pairs well with Byzantine Bureaucracy.
Rapid Breeders - Standard to increase pops. Pairs well with Xenophobe pop growth.
Unruly - Free pick, since we will ascend and thus remove this negative trait in the mid game, when it starts to become a problem
Deviants - Kinda bad, since it reduces happiness and thus stability by proxy. However, since we're getting so much stability from other sources, it's okay and it shouldn't have a great effect on our empire overall. We also can negate it with One Vision ascension perk early on.
Ruler traits:
Titan of Industry - By far one of the best traits in the game. More alloys, minerals and consumer goods without a corresponding increase in upkeep.
Enlightened Ruler - Very underdog trait, but shines a lot in 4.3 with how hard it is to get upkeep from jobs reduction. At tier 3, it gives -20%, which is massive. On top of that, it gives stability and government ethics attraction, which also increases stability. Veeeeeeery good commanders!
That's it for this build! If you've read up until here, let me know in the comments. I always think these are kind of useless, since so many people ask me about which build I'm using in the video. But who knows, perhaps some of you might like it :D
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